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-# Lustre Animation
-
-The basic usage is
- * keep 1 `Animations` value
- * add animations by some trigger
- * call `animation.cmd()` on your value and let your lustre `update()` return it.
- This will cause a dispatch on the next JS animation frame, unless all animations have finished (and auto-removed)
- * update the animations with the new time.
- * evaluate for each animation you are interested in.
-
-e.g. like this:
-```gleam
-import lustre/animation as a
-
-pub type Msg {
- Trigger
- Tick(Float)
-}
-
-pub fn update(model: Model, msg: Msg) {
- let m = case msg of {
- Trigger -> {
- let new_anim = a.add(model.animations, "id", 1.0, 2.0, 0.250)
- Model(1.0, animations: new_anim)
- }
- Tick(t) -> {
- let new_anim = a.tick(model.animations, t)
- let new_value = a.value(new_anim, "id", model.value)
- Model(new_value, new_anim)
- }
- }
- #(m, animation.cmd(m.animations, Tick))
-}
-```
-
-In the above `type Model`, `init` and `render` have been omitted.
-
-There are fully functional examples animations in the `test/` directory,
-which you can build by
-```bash
-gleam test
-npx vite
-````
-
-and then pointing your browser to the URL that vite indicates.
-
-## TODO
-* `every(Minute)`, etc
-* `after(seconds: 2.5)`
-* quadratic, cubic, etc interpolators
-* Compose animations
- `from("anim", 1.0) |> after(0.250) |> cubic(3.0, 0.250) |> after(0.250) |> quadr(2.0, 0.250)` \ No newline at end of file